features/sdl_renderer3_multiviewports
			
			
		
		
						commit
						b36ff2fec3
					
				
				 5 changed files with 374 additions and 2 deletions
			
			
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					// ImGui SDL2 binding with OpenGL
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					// https://github.com/ocornut/imgui
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					#include <SDL.h> | 
				
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					#include <SDL_syswm.h> | 
				
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					#include <SDL_OpenGL.h> | 
				
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					#include <imgui.h> | 
				
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					#include "imgui_impl_sdl.h" | 
				
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					// Data
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					static double       g_Time = 0.0f; | 
				
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					static bool         g_MousePressed[3] = { false, false, false }; | 
				
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					static float        g_MouseWheel = 0.0f; | 
				
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					static GLuint       g_FontTexture = 0; | 
				
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					// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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					// If text or lines are blurry when integrating ImGui in your engine:
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					// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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					static void ImGui_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) | 
				
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					{ | 
				
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					    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
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					    // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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					    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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					    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); | 
				
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					    glEnable(GL_BLEND); | 
				
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					    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
				
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					    glDisable(GL_CULL_FACE); | 
				
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					    glDisable(GL_DEPTH_TEST); | 
				
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					    glEnable(GL_SCISSOR_TEST); | 
				
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					    glEnableClientState(GL_VERTEX_ARRAY); | 
				
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					    glEnableClientState(GL_TEXTURE_COORD_ARRAY); | 
				
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					    glEnableClientState(GL_COLOR_ARRAY); | 
				
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					    glEnable(GL_TEXTURE_2D); | 
				
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					    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
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					    // Setup orthographic projection matrix
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					    const float width = ImGui::GetIO().DisplaySize.x; | 
				
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					    const float height = ImGui::GetIO().DisplaySize.y; | 
				
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					    glMatrixMode(GL_PROJECTION); | 
				
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					    glPushMatrix(); | 
				
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					    glLoadIdentity(); | 
				
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					    glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f); | 
				
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					    glMatrixMode(GL_MODELVIEW); | 
				
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					    glPushMatrix(); | 
				
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					    glLoadIdentity(); | 
				
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					    // Render command lists
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					    #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) | 
				
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					    for (int n = 0; n < cmd_lists_count; n++) | 
				
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					    { | 
				
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					        const ImDrawList* cmd_list = cmd_lists[n]; | 
				
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					        const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front(); | 
				
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					        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos))); | 
				
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					        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv))); | 
				
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					        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col))); | 
				
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					        int vtx_offset = 0; | 
				
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					        for (int cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) | 
				
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					        { | 
				
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					            const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; | 
				
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					            if (pcmd->user_callback) | 
				
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					            { | 
				
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					                pcmd->user_callback(cmd_list, pcmd); | 
				
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					            } | 
				
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					            else | 
				
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					            { | 
				
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					                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); | 
				
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					                glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); | 
				
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					                glDrawArrays(GL_TRIANGLES, vtx_offset, (GLsizei)pcmd->vtx_count); | 
				
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					            } | 
				
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					            vtx_offset += pcmd->vtx_count; | 
				
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					        } | 
				
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					    } | 
				
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					    #undef OFFSETOF | 
				
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					    // Restore modified state
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					    glDisableClientState(GL_COLOR_ARRAY); | 
				
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					    glDisableClientState(GL_TEXTURE_COORD_ARRAY); | 
				
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					    glDisableClientState(GL_VERTEX_ARRAY); | 
				
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					    glBindTexture(GL_TEXTURE_2D, 0); | 
				
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					    glMatrixMode(GL_MODELVIEW); | 
				
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					    glPopMatrix(); | 
				
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					    glMatrixMode(GL_PROJECTION); | 
				
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					    glPopMatrix(); | 
				
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					    glPopAttrib(); | 
				
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					} | 
				
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					static const char* ImGui_ImplSdl_GetClipboardText() | 
				
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					{ | 
				
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						return SDL_GetClipboardText(); | 
				
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					} | 
				
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					static void ImGui_ImplSdl_SetClipboardText(const char* text) | 
				
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					{ | 
				
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					    SDL_SetClipboardText(text); | 
				
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					} | 
				
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					bool ImGui_ImplSdl_EventCallback(const SDL_Event& event) | 
				
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					{ | 
				
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					    ImGuiIO& io = ImGui::GetIO(); | 
				
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					    switch (event.type) | 
				
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					    { | 
				
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					    case SDL_MOUSEWHEEL: | 
				
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					        { | 
				
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					            if (event.wheel.y > 0) | 
				
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					                g_MouseWheel = 1; | 
				
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					            if (event.wheel.y < 0) | 
				
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					                g_MouseWheel = -1; | 
				
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					            return true; | 
				
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					        } | 
				
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					    case SDL_MOUSEBUTTONDOWN: | 
				
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					        { | 
				
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					            if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; | 
				
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					            if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; | 
				
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					            if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; | 
				
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					            return true; | 
				
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					        } | 
				
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					    case SDL_TEXTINPUT: | 
				
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					        { | 
				
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					            ImGuiIO& io = ImGui::GetIO(); | 
				
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					            unsigned int c = event.text.text[0]; | 
				
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					            if (c > 0 && c < 0x10000) | 
				
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					                io.AddInputCharacter((unsigned short)event.text.text[0]); | 
				
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					            return true; | 
				
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					        } | 
				
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					    case SDL_KEYDOWN: | 
				
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					    case SDL_KEYUP: | 
				
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					        { | 
				
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					            int key = event.key.keysym.sym & ~SDLK_SCANCODE_MASK; | 
				
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					            io.KeysDown[key] = (event.type == SDL_KEYDOWN); | 
				
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					            io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); | 
				
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					            io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); | 
				
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					            io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); | 
				
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					            return true; | 
				
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					        } | 
				
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					    } | 
				
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					    return false; | 
				
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					} | 
				
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					bool ImGui_ImplSdl_CreateDeviceObjects() | 
				
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					{ | 
				
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					    ImGuiIO& io = ImGui::GetIO(); | 
				
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					    // Build texture
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					    unsigned char* pixels; | 
				
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					    int width, height; | 
				
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					    io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); | 
				
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					    // Create texture
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					    glGenTextures(1, &g_FontTexture); | 
				
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					    glBindTexture(GL_TEXTURE_2D, g_FontTexture); | 
				
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					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
				
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					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
				
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					    glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels); | 
				
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					    // Store our identifier
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					    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; | 
				
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					    // Cleanup (don't clear the input data if you want to append new fonts later)
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						io.Fonts->ClearInputData(); | 
				
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						io.Fonts->ClearTexData(); | 
				
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					    return true; | 
				
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					} | 
				
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					void    ImGui_ImplSdl_InvalidateDeviceObjects() | 
				
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					{ | 
				
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					    if (g_FontTexture) | 
				
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					    { | 
				
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					        glDeleteTextures(1, &g_FontTexture); | 
				
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					        ImGui::GetIO().Fonts->TexID = 0; | 
				
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					        g_FontTexture = 0; | 
				
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					    } | 
				
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					} | 
				
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					bool    ImGui_ImplSdl_Init(SDL_Window *window) | 
				
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					{ | 
				
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					    ImGuiIO& io = ImGui::GetIO(); | 
				
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					    io.KeyMap[ImGuiKey_Tab] = SDLK_TAB;                 // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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					    io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; | 
				
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					    io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; | 
				
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					    io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; | 
				
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					    io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; | 
				
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					    io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; | 
				
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					    io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; | 
				
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					    io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; | 
				
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					    io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; | 
				
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					    io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; | 
				
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					    io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; | 
				
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					    io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; | 
				
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					    io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; | 
				
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					    io.KeyMap[ImGuiKey_A] = SDLK_a; | 
				
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					    io.KeyMap[ImGuiKey_C] = SDLK_c; | 
				
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					    io.KeyMap[ImGuiKey_V] = SDLK_v; | 
				
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					    io.KeyMap[ImGuiKey_X] = SDLK_x; | 
				
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					    io.KeyMap[ImGuiKey_Y] = SDLK_y; | 
				
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					    io.KeyMap[ImGuiKey_Z] = SDLK_z; | 
				
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					    io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; | 
				
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					    io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; | 
				
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					    io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; | 
				
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					#ifdef _MSC_VER | 
				
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						SDL_SysWMinfo wmInfo; | 
				
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						SDL_VERSION(&wmInfo.version); | 
				
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						SDL_GetWindowWMInfo(window, &wmInfo); | 
				
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					    io.ImeWindowHandle = wmInfo.info.win.window; | 
				
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					#endif | 
				
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					    return true; | 
				
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					} | 
				
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					void ImGui_ImplSdl_Shutdown() | 
				
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					{ | 
				
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					    ImGui_ImplSdl_InvalidateDeviceObjects(); | 
				
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					    ImGui::Shutdown(); | 
				
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					} | 
				
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					void ImGui_ImplSdl_NewFrame(SDL_Window *window) | 
				
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					{ | 
				
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					    if (!g_FontTexture) | 
				
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					        ImGui_ImplSdl_CreateDeviceObjects(); | 
				
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					    ImGuiIO& io = ImGui::GetIO(); | 
				
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					    // Setup display size (every frame to accommodate for window resizing)
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					    int w, h; | 
				
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						SDL_GetWindowSize(window, &w, &h); | 
				
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					    io.DisplaySize = ImVec2((float)w, (float)h); | 
				
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					    // Setup time step
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						Uint32	time = SDL_GetTicks(); | 
				
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						double current_time = time / 1000.0; | 
				
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					    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); | 
				
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					    g_Time = current_time; | 
				
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					    // Setup inputs
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					    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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					    int mx, my; | 
				
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					    Uint32 mouseMask = SDL_GetMouseState(&mx, &my); | 
				
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					    if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) | 
				
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					    	io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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					    else | 
				
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					    	io.MousePos = ImVec2(-1,-1); | 
				
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						io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;		// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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						io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | 
				
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						io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | 
				
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					    g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | 
				
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					    io.MouseWheel = g_MouseWheel; | 
				
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					    g_MouseWheel = 0.0f; | 
				
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					    // Hide OS mouse cursor if ImGui is drawing it
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					    SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); | 
				
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					    // Start the frame
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					    ImGui::NewFrame(); | 
				
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					} | 
				
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					// ImGui SDL2 binding with OpenGL
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					// https://github.com/ocornut/imgui
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					struct SDL_Window; | 
				
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					typedef union SDL_Event SDL_Event; | 
				
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					bool        ImGui_ImplSdl_Init(SDL_Window *window); | 
				
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					void        ImGui_ImplSdl_Shutdown(); | 
				
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					void        ImGui_ImplSdl_NewFrame(SDL_Window *window); | 
				
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					bool        ImGui_ImplSdl_EventCallback(const SDL_Event& event); | 
				
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					// Use if you want to reset your rendering device without losing ImGui state.
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					void        ImGui_ImplSdl_InvalidateDeviceObjects(); | 
				
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					bool        ImGui_ImplSdl_CreateDeviceObjects(); | 
				
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					// ImGui - standalone example application for SDL2 + OpenGL
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					#include <imgui.h> | 
				
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					#include "imgui_impl_sdl.h" | 
				
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					#include <stdio.h> | 
				
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					#include <SDL.h> | 
				
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					#include <SDL_OpenGL.h> | 
				
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					int SDL_main(int, char**) | 
				
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					{ | 
				
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					    // Setup SDL
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						if (SDL_Init(SDL_INIT_EVERYTHING) != 0) | 
				
			||||||
 | 
					        return -1; | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Setup window
 | 
				
			||||||
 | 
						SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | 
				
			||||||
 | 
						SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | 
				
			||||||
 | 
						SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | 
				
			||||||
 | 
						SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); | 
				
			||||||
 | 
						SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); | 
				
			||||||
 | 
						SDL_DisplayMode current; | 
				
			||||||
 | 
						SDL_GetCurrentDisplayMode(0, ¤t); | 
				
			||||||
 | 
						SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); | 
				
			||||||
 | 
						SDL_GLContext glcontext = SDL_GL_CreateContext(window); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Setup ImGui binding
 | 
				
			||||||
 | 
					    ImGui_ImplSdl_Init(window); | 
				
			||||||
 | 
					    //ImGuiIO& io = ImGui::GetIO();
 | 
				
			||||||
 | 
					    //ImFont* my_font0 = io.Fonts->AddFontDefault();
 | 
				
			||||||
 | 
					    //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
 | 
				
			||||||
 | 
					    //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
 | 
				
			||||||
 | 
					    //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
 | 
				
			||||||
 | 
					    //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
 | 
				
			||||||
 | 
					    //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    bool show_test_window = true; | 
				
			||||||
 | 
					    bool show_another_window = false; | 
				
			||||||
 | 
					    ImVec4 clear_color = ImColor(114, 144, 154); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Main loop
 | 
				
			||||||
 | 
						bool done = false; | 
				
			||||||
 | 
					    while (!done) | 
				
			||||||
 | 
					    { | 
				
			||||||
 | 
					        SDL_Event event; | 
				
			||||||
 | 
					        while (SDL_PollEvent(&event)) | 
				
			||||||
 | 
					        { | 
				
			||||||
 | 
					            ImGui_ImplSdl_EventCallback(event); | 
				
			||||||
 | 
					            if (event.type == SDL_QUIT) | 
				
			||||||
 | 
					                done = true; | 
				
			||||||
 | 
					        } | 
				
			||||||
 | 
					        ImGui_ImplSdl_NewFrame(window); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // 1. Show a simple window
 | 
				
			||||||
 | 
					        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
 | 
				
			||||||
 | 
					        { | 
				
			||||||
 | 
					            static float f = 0.0f; | 
				
			||||||
 | 
					            ImGui::Text("Hello, world!"); | 
				
			||||||
 | 
					            ImGui::SliderFloat("float", &f, 0.0f, 1.0f); | 
				
			||||||
 | 
					            ImGui::ColorEdit3("clear color", (float*)&clear_color); | 
				
			||||||
 | 
					            if (ImGui::Button("Test Window")) show_test_window ^= 1; | 
				
			||||||
 | 
					            if (ImGui::Button("Another Window")) show_another_window ^= 1; | 
				
			||||||
 | 
					            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | 
				
			||||||
 | 
					        } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // 2. Show another simple window, this time using an explicit Begin/End pair
 | 
				
			||||||
 | 
					        if (show_another_window) | 
				
			||||||
 | 
					        { | 
				
			||||||
 | 
					            ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); | 
				
			||||||
 | 
					            ImGui::Begin("Another Window", &show_another_window); | 
				
			||||||
 | 
					            ImGui::Text("Hello"); | 
				
			||||||
 | 
					            ImGui::End(); | 
				
			||||||
 | 
					        } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
 | 
				
			||||||
 | 
					        if (show_test_window) | 
				
			||||||
 | 
					        { | 
				
			||||||
 | 
					            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); | 
				
			||||||
 | 
					            ImGui::ShowTestWindow(&show_test_window); | 
				
			||||||
 | 
					        } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Rendering
 | 
				
			||||||
 | 
					        glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); | 
				
			||||||
 | 
					        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); | 
				
			||||||
 | 
					        glClear(GL_COLOR_BUFFER_BIT); | 
				
			||||||
 | 
					        ImGui::Render(); | 
				
			||||||
 | 
					        SDL_GL_SwapWindow(window); | 
				
			||||||
 | 
					    } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Cleanup
 | 
				
			||||||
 | 
					    ImGui_ImplSdl_Shutdown(); | 
				
			||||||
 | 
					    SDL_GL_DeleteContext(glcontext);  
 | 
				
			||||||
 | 
						SDL_DestroyWindow(window); | 
				
			||||||
 | 
						SDL_Quit(); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    return 0; | 
				
			||||||
 | 
					} | 
				
			||||||
					Loading…
					
					
				
		Reference in New Issue